View
15
Download
0
Category
Preview:
Citation preview
Laddering
0 Discover
00 Discover
Laddering
DescriptionA one-to-one interview technique to uncover the underlying reason behind a user’s behavior or decision
Field of designUxD
Resources f A Ladder Interview (Wikipedia) f Laddering: A Research Interview Technique for Uncovering Core Values (UX Matters)
11 Discover1 Discover
Brainstorming
Brainstorming
DescriptionA technique to generate sponta- neous ideas around a specific problem
Introduced byAlex Osborn “Applied Imagination: Principles and Practices of Creative Thinking” (1953)
Field of designUxD
Resources f Facilitated brainstorming (Usability First)
f Graphic Design Thinking: Beyond Brainstorming (Ellen Lupton)
Mapping
2 Discover2 Discover
2
Mapping
DescriptionThe implied relationships between controls and their effects
Field of designSD/IxD
Resources f Natural Mapping (Wikipedia) f The Design of Everyday Things (Don Norman)
Big Data Analysis
3 Discover
33 Discover
Big Data Analysis
DescriptionThe process of examining large and varied data sets to uncover hidden patterns, unknown cor-relations, market trends, customer preferences and other useful information
Field of designUxD
Resources f How Big Data Can Help Designers Create a Better UX (paulolyslager.com)
f Big Data (Wikipedia)
Affordance
4 Discover
44 Discover
Affordance
DescriptionThe properties of an object which allow its function
Field of designID/IxD
Resources f Affordance (Wikipedia) f The Design of Everyday Things (Don Norman)
Personas
5 Discover
55 Discover
Personas
DescriptionExample characters who represent the user groups of a site, brand, or product
Field of designUxD
Resources f 7 core ideas about personas and the user experience (Measuring usability)
f Introduction to user personas (UX Lady)
Desktop Research
6 Discover
66 Discover
Desktop Research
DescriptionGathering and analyzing information from existing resources
Field of designUxD
Resources f Desk research: the what, why and how (userfocus.co.uk)
f Secondary research (Wikipedia)
Ethnography
7 Discover
77 Discover
Ethnography
DescriptionA qualitative research method where behavior is observed in its natural setting
Etymologyfrom Greek ethnos “folk, people, nation” and grapho “I write”
Field of designUxD
Resources f Ethnography in UX (UX Matters) f Making the Most of Ethnographic Research (UX Magazine)
User Journey
8 Discover8 Discover
8
User Journey
DescriptionAn outline of the overall scenario and subsequent steps a user will take while interacting with a product or service
Field of designUxD
Resources f Experience Maps, User Journeys and More (UX Lady)
f How to Create a Customer Journey Map (UX Mastery)
User Story
9 Discover
99 Discover
User Story
DescriptionIn an agile environment, this tool is used to describe a feature from the end user’s perspective, in simple language
Field of designUxD
Resources f 10 tips for writing good user stories (Roman Pichler)
f User stories: An agile introduction (Agile Modeling)
Skip Discipline
Discover Discover
Redesign
Discover Discover
+2 cards+2 cards
Job Stories
0 Define
00 Define
Job Stories
DescriptionDefining design problems based on user motivation and situation can facilitate team discussion about finding the best solution
Field of designUxD
Resources f 5 Tips for Writing a Job Story (Alan Klemen)
f The Dribblisation of Design (Paul Adams)
Anti-Pattern
1 Define
11 Define
Anti-Pattern
DescriptionA common response to a repeated issue, which can be ineffective
Field of designUxD
Resources f Anti-Pattern (SourceMaking) f User Interface Anti-Patterns (UI Patterns)
Gamification
2 Define
22 Define
Gamification
DescriptionThe application of game-design elements and game principles in non-game contexts
Field of designUxD
Resources f Gamification (Wikipedia) f Gamification in UX. Increasing User Engagement. (uxplanet.org)
Requirements Map
3 Define
33 Define
Requirements Map
DescriptionThe requirements gathered by steakholders at a company divided into 3 categories: business, user, and technical
Field of designUxD
Resources f The Beginner’s Guide to Capturing UX Requirements (uxpin.com)
Paper Prototyping
4 Define
44 Define
Paper Prototyping
DescriptionDisposable interface mock-ups, sketched on paper for quick iteration and experimentation
Field of designSD/IxD
Resources f 7 myths about paper prototyping (User Focus)
f Paper Prototyping (A List Apart)
Data Driven Design
5 Define
55 Define
Data Driven Design
DescriptionThe practice of creating a design in which every decision is driven by empirical findings on user preference, goals and behaviors
Field of designUxD
Resources f Getting Started with Data Driven Design (Invision App)
f Six Myths About Data Driven Design (U Mag)
Card Sorting
6 Define
66 Define
Card Sorting
DescriptionA low-tech collaborative exercise used to categorize objects, plan workflows, or define system structure
Field of designUxD
Resources f Card Sorting – A Definitive Guide (Boxes & Arrows)
f Card Sorting (Wikipedia)
Content Strategy
7 Define
77 Define
Content Strategy
DescriptionThe planning, creation and management of content
Field of designUxD
Resources f Content Strategy within the design process (Ceros Blog)
f Content Strategy – Voices that matter (K. Halvorson, M. Rach)
Shadowing
8 Define
88 Define
Shadowing
DescriptionAccompanying a user to observe how they use the product or service within their natural environment
Field of designUxD
Resources f Shadowing in User Research (Interaction Design Foundation)
f Shadowing (designresearchtechniques.com)
Kano Model
9 Define
99 Define
Kano Model
DescriptionA product development theory that classifies features into five areas to aid prioritisation
Areasmust-have/one-dimensional/ attractive/indifferent/reverse
Field of designUxD
Resources f Kano Model (Wikipedia) f Using the Kano Model to prioritize product development (Mind the product)
Skip Discipline
Define Define
Redesign
Define Define
+2 cards+2 cards
Sketching
0 Design
00 Design
Sketching
DescriptionQuick draft of first ideas
Field of designUxD
Resources f Tools for Sketching User Experiences (uxbooth.com)
f 7 reasons for sketching in UX design (Invision App)
Wireframe
1 Design
11 Design
Wireframe
DescriptionThe framework of a design without textures, colors, typo-graphy or graphics
Field of designSD/IxD
Resources f 35 excellent wireframing resources (Smashing magazine)
f A beginners guide to wireframing (Tuts+)
Color Theory
2 Design
22 Design
Color Theory
DescriptionA collection of guidelines and lawsused to evoke emotion, set moods,and manage user attention throughthe application of color
Field of designID/IxD
Resources f Color Theory for Designers, Part I: The Meaning of Color (Smashing Magazine)
f Interaction of Color (Josef Albers)
Aesthetic Usability Effect
3 Design
33 Design
Aesthetic Usability Effect
DescriptionA visually appealing design is perceived to be easier to use
Field of designID/IxD
Resources f Apparent Usability vs Inherent Usability, Experimental analysis on the determinants of the apparent usability (M. Kurosu & K. Kashimura)
f Emotion & Design: Attractive things work better (Donald A. Norman)
Heuristic Evaluation
4 Design
44 Design
Heuristic Evaluation
DescriptionA method used to identify usability problems, by judging adherence to established usability principles
Etymologyheuristic = from Greek heuriskein “find” – enabling a person to discover or learn something for themselves
Field of designUxD
Resources f Heuristic evaluation (Wikipedia) f Interaction Design check list (A.Legaspi, A.Jakhut)
Anchoring
5 Design
55 Design
Anchoring
DescriptionA cognitive bias describing the tendency of users to rely too heavily on the first piece ofinformation offered
Field of designUxD
Resources f Anchoring (Wikipedia) f How Anchoring, Ordering, Framing, and Loss Aversion Affect Decision Making (UX Matters)
Five Hat Racks
6 Design
66 Design
Five Hat Racks
DescriptionInformation can be organized infive ways: by category, time,location, alphabet, and continuum
Field of designUxD
Resources f Creating a Framework for Your Ideas (Doug Toft)
f Information Anxiety (Richard S. Wurman – summary by Jon Kolko)
Rapid Prototyping
7 Design
77 Design
Rapid Prototyping
DescriptionThe quick development anditeration of interactive, product or service prototypes, for testing purposes
Field of designID/IxD
Resources f Wireframes are dead, long live rapid prototyping (UX for the Masses)
f Rapid prototyping (Wikipedia)
Thumbnailing
8 Design
88 Design
Thumbnailing
DescriptionQuick sketching of thumb-sized drawings to generate ideas rapidly for industrial design
Field of designID/IxD
Resources f Introduction To Thumbnailing And Quick Sketching (conceptartempire.com)
A/B Testing
9 Design
99 Design
A/B Testing
DescriptionTesting two targeted variations of a single page to analyze which one performs better
AliasSplit testing
Field of designUxD/IxD
Resources f The complete guide to A/B testing (VWO)
f A beginner s guide to A/B testing an introduction (Kissmetrics)
Skip Discipline
Design Design
Redesign
Design Design
+2 cards+2 cards
Eye Tracking
0 Deliver
00 Deliver
Eye Tracking
DescriptionTechnology which calculates and records what users are looking at, for the evaluation of user interfaces
Field of designSD/IxD
Resources f Eye Tracking the User Experience (Aga Bojko)
f Eye Tracking (Wikipedia)
User Testing
1 Deliver
11 Deliver
User Testing
DescriptionA blanket term for all factors which influence the user’s perception of a product or service
Field of designUxD
Resources f The Disciplines of User Experi-ence Design (Dan Saffer)
f The Elements of User Experience: User-Centred Design for the Web (Jesse James Garrett)
Wizard of Oz
2 Deliver
22 Deliver
Wizard of Oz
DescriptionWizard of Oz prototyping is a design methodology used in rapid product development to improve the user experience (UX).
AliasWOZ prototyping
Field of designUxD
Resources f Wizard of Oz prototyping (searchcio.techtarget.com)
f Wizard of Oz experiment (Wikipedia)
Cultural Probes
3 Deliver
33 Deliver
Cultural Probes
DescriptionCultural probes use a collection of tools, artifacts and tasks intended to provoke the user to look and think about their environment in new ways.
Field of designUxD
Resources f Cultural Probes (designresearchtechniques.com)
f Cultural Probes: Understanding Users in Context (uxpamagazine.org)
Tunnelling
4 Deliver
44 Deliver
Tunnelling
DescriptionGuiding users through a sequence of activities, step by step, to encourage certain behaviors
Field of designUxD
Resources f Designing for Behavioral Change in Health (UX Booth)
f Tunneling (UI Patterns)
Constraints
5 Deliver
55 Deliver
Constraints
DescriptionThe practice of limiting user actions on a system in order to make it easier to use
Field of designUxD
Resources f Design fundamentals: Constraints (Webdesigner Depot)
f Universal Principles of Design (Lidwell, Holden and Butler)
5 Whys
6 Deliver
66 Deliver
5 Whys
DescriptionAsking Who, What, Where, When, Why for creating a strong argument and delivering a legitimate story.
Field of designUxD
Resources f The five W’s of UX (52weeksofux.com)
7 Deliver
77 Deliver
Flexibility – Usability Tradeoff
Flexibility – Usability Tradeoff
DescriptionAs flexibility is increased, usability decreases
Field of designUxD
Resources f Flexible Usability Testing: 10 Tips to Make your Sessions Adapt to Your Clients’ Needs (Nielson Norman Group)
f Universal Principles of Design (Lidwell, Holden and Butler)
Ockham´s Razor
8 Deliver
88 Deliver
Ockham´s Razor
DescriptionWhen choosing between two equivalent options, the simplest should be selected
Field of designUxD
Resources f Ockham´s Razor: A Great Principle for Designers (Webdesigners Depot)
f Ockham´s Razor: Simply Sharp Design (Code Project)
Hook Model
9 Deliver
99 Deliver
Hook Model
DescriptionA four-phase process that com-panies use to design habit-forming products and services
Field of designUxD
Resources f Hooked: Building Habit-Forming Products (Nir & Far)
f Hooked: How to Make Habit- Forming Products, and When to Stop Flapping (Forbes)
Skip Discipline
Deliver Deliver
Redesign
Deliver Deliver
+2 cards+2 cards
+4 cards+4 cards
Discover Discover
Method
Method
Define Define
Method
Design Design
Method
Deliver Deliver
Description
Field of design
Method
Recommended